This online course introduces the topic of modelling and simulating epidemics. If you are interested in understanding how Mathematicians, Programmers and Data Scientists are studying and fighting the spread of diseases, this series of posts is what you are looking for.
This online course is inspired by the recent COVID-19 pandemic. Now more than ever we need skilled and passionate people to focus on the complex subject of Epidemiology. I hope these articles will help some of you to get started.
All the revenue made from this article through Patreon will be donated to the National Emergencies Trust (NET) to help those most affected by the recent coronavirus outbreak. If you have recently become a patron for this reason, get in touch and I will add your contribution.
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A significant portion of the working force population in the Western world is employed in an office job. For many of those people, the constraint of working 9-to-5 feels like an act of unnecessary cruelty, especially in spite of the fact that most office jobs could easily go fully remote.
It is not uncommon to see working from home as an escape from the slavery of being stuck in an office job. The reality, unfortunately, is a bit different.
Working from home, either for a company or as a self-employed person, requires a level of self-control that many people are simply not used to. And, if carried out long term, it can have a negative impact on one’s psychological and physical well being.
Working from home is not easier: is actually harder.
This is the sixth part of the online series dedicated to Journey Sand Shader.
In this final post, we will recreate the typical sand ripples that appear due to the dune-wind interaction.
This is the fifth part of the online series dedicated to Journey Sand Shader.
In this fifth post, we will recreate the shimmering reflections that are typically seen on sand dunes.
Shortly after the publication of this series, Julian Oberbeck and Paul Nadalack made their own attempt at recreating a Journey-inspired scene in Unity. You can see in the thread below how they have improved the glitter reflection to have more temporal coherence. You can read more about their implementation on IndieBurg’s article Mip Map Folding.
This is the fourth part of the online series dedicated to Journey Sand Shader.
In this fourth post, we will focus on the specular reflections that make the dunes look like an ocean of sand.
This is the third part of the online series dedicated to Journey Sand Shader.
In this third post, we will focus on the normal mapping that will turn smooth 3D models into sandy dunes.
This is the second part of the online series dedicated to Journey Sand Shader.
In this second post we will focus on the lighting model used in the game, and how to recreate it in Unity.
This is the first part of the online series inspired by the sand rendering of Journey. Join me in this journey into the secrets that made Journey’s sand shader so iconic.